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20:21 | TEST | |
20:21 | FIXED |  Illegal function call |
20:17 | TEST | |
20:17 | FIXED |  Illegal field/method usage |
19:43 | TEST | |
19:43 | LINK |  I've linked all items and spells that use the "Sparkle" effect to this SpellAni.... Not sure if it all works the way it is intended, though, so a test is in order |
19:15 | NOTE |  I think this is obvious "SpellAni" means "Spell Animation".... In my earlier RPG only used for spells, but later also for different kind of actions, but the name remained |
19:14 | SPELLANI |  Sparkle |
19:14 | SITE |  Added tag SPELLANI |
18:59 | FIXED |  No "Undead" status on Fire Ghost |
18:32 | FIXED |  Crash when Scyndi learns "Cure Disease" |
17:55 | TEST |  Let's see now! |
17:55 | FIXED |  Several issues |
17:46 | FIXED |  Lack of Self! |
17:41 | TEST |  Gotta test it all then, I suppose |
17:41 | ARENA |  Config for red dragon cave textures |
17:28 | ARENA |  Template for caves done |
17:07 | DONE |  Real life business was in my way today |
11:49 | FOE |  Fire Ghoul, Fire Ghost and Ignis Since they all live in the lair of the fire dragon, it's easy to guess they'll all absorb fire and be fatally wounded when struck with ice, which you don't have at this point of the game, hahahaha! >:) |
11:48 | ITEM |  Frost Wand |
10:45 | ABILITY |  FireBlast |
- = 29 Dec 2019 = - |
23:18 | STATUS |  Once again, a lot of time was wasted on debugging so I could not work on the way I wanted to, but at least the main dungeon is done, so I can work on the next step which will be the random encounters, and I am planning to get the healing animation done |
23:17 | STATUS |  NOW all looks good |
23:11 | TEST |  Well.... |
23:10 | FIXED |  The auto-clickable detector has now been set to ignore NPC tags that are suffixed with SPOT, as they are only assistor spots and not clickable ones |
23:09 | BUG |  Okay, that is also a nice one! |
22:53 | TEST |  Again! |
22:53 | FIXED |  Old habits die hard (especially when they only go for one dungeon... at least for now!) |
22:47 | TEST |  And let's test this again! |
22:46 | NALA |  recompiling |
22:46 | FIXED |  Error in the quicklink NIL library for Kthura in NALA API linkage |
22:21 | TEST |  Stil I can test if they activate properly (and crash the game, yes) and if the links between the panel room and the main dungeon works well.... |
22:20 | NOTE |  The panels should be clickable now, but doing show would crash the game as they have not yet been scripted... And before I will I got other stuff to take care off, such as the encounters |
22:19 | MAP |  Area 010 |
21:51 | TEST |  All okay now? |
21:51 | FIXED |  Barrier didn't get removed on the Travel Emblem |
21:27 | TEST | |
21:27 | FIXED |  Case error? |
21:12 | DONE |  Activated the travel emblem (as this is a disappearing dungeon, I had to do this manually, this time) |
21:07 | STATUS |  All chains work |
21:02 | TEST |  And Another test bites the dust |
21:02 | FIXED |  Chain Error 007 to 004 |
20:56 | TEST |  And Another test is in order! |
20:56 | FIXED |  Link 001 to 008 not working at all |
20:56 | FIXED |  Dominance issue |
20:48 | TEST |  Let's see if it all works..... :-/ |
20:48 | MAP |  Area 009 |
20:48 | MAP |  Area 008 |
20:05 | TEST |  Let's put it to the test! |
20:04 | MAP |  Area 007 |
20:04 | MAP |  Area 006 |
19:41 | CONFIRMED |  Yup, that all works now! |
19:36 | TEST |  Only one way to find out if that's true... |
19:36 | LINK |  Done! So it should work now! I hope |
19:34 | BUG |  I guess I didn't link everything |
19:04 | TEST |  I gotta see what will happen now! |
19:04 | MAP |  Area 005 |
19:04 | MAP |  Area 004 |
18:40 | DONE |  Dinner was tasty.... I have a bit liftover in the fride.... Microwave ovens are sooo handy |
18:40 | CONFIRMED |  All is well |
16:59 | TEST |  Test Again! |
16:59 | STUPIDITY |  Forgot chain zones |
16:52 | TEST |  Quick Test |
16:52 | MAP |  Area 003 |
16:42 | CONFIRMED |  All issues accounted for! |
16:38 | TEST |  Take XIX |
16:38 | FIXED |  Wind error (this confirms the bug before is fixed as this is a different unrelated kind of error, but it only only be triggerred whe the previous bug was fixed.... Does that make sense?) |
16:32 | TEST |  Taek XVIII will have to confirm I'm right.... So let's see! |
16:32 | FIXED |  Indeed, the exit spot was too close to a transfer zone on the map, this has been fixed, and that means that the KettingKaart library was already acting the way it should |
16:31 | INVESTIGATION |  Elementary my dear, Watson... The logs show TWO layer transfer requests, meaning there's a conflict with the exit spot and the transfer layer |
16:25 | TEST |  Take XVII |
16:25 | DEBUG |  More specification |
16:16 | TEST |  Take XVI |
16:16 | FIXED |  Fixed it, but I wonder what happened there |
16:16 | HUH |  How odd... I copy and paste GoToLayer, but it magically turns into SpawnPlayer, skipping the main route, is that the source of all evil? |
16:15 | HUH |  Now that's rich.... It claims the GoToLayer command wasn't done, yet the error is thrown by the SpawnPlayer function which is in turn called by ... tadaa... the GoToLayer instruction.... |
16:10 | TEST |  Take XV |
16:10 | DEBUG |  Let's see what request is being sent (probably one I didn't ask for) |
16:09 | COCKROACH |  the error message does NOT make sense! |
15:54 | TEST |  Take XIV |
15:54 | EXPERIMENT |  hmmmmmm? |
15:46 | TEST |  Take XIII |
15:45 | FUCKYOU |  CODE TYPO!!! |
15:45 | TEST |  Take XII |
15:28 | DEBUG |  I've added some quotations to make the debug data more clear and less open for multiple interpretations.... |
15:27 | STATUS |  This is getting more and more complex, but I need to dig a little big furhter, as I feel that I am closing in on the solution.... |
15:16 | TEST |  Take XI -- Well, I guess i gotta run this test anyway.... |
15:16 | NOTE |  Now this cannot fix all the trouble since the engine had to throw an error on that mistake, and not just ignore stuff, so I wonder...... |
15:16 | FIXED |  Data order |
15:11 | TEST |  Take X |
15:10 | DEBUG |  Hopefully This extra debug line can enlighten me |
15:10 | NOTE |  But the error before proves something was happening, so what is going wrong here? |
15:10 | COCKROACH |  And what happens is... NOTHING! |
15:05 | TEST |  Take IX |
15:05 | FIXED |  Another one |
14:57 | TEST |  Take VIII |
14:57 | FIXED |  Illegal function call |
14:50 | TEST |  Take VII |
14:50 | FIXED |  Fixed that |
14:50 | STUPIDITY |  Request put in wrong Map Script source file.... |
14:50 | SOLVED |  Ah |
14:42 | TEST |  Take VI |
14:42 | FIXED |  Syntax error |
14:42 | EXPERIMENT |  Let's try this |
14:14 | STATUS |  I first need to do a few real life things, and then I'm gonna investigate why |
14:13 | COCKROACH |  But the actual chain I created is being ignored.... |
14:09 | TEST |  Take V |
14:09 | VOID |  Well, dirty code straight from hell should do it then.... |
14:09 | FUCKYOU |  SEE ARE AYE PEA! |
14:04 | TEST |  Take IV |
14:04 | FIXED |  Case error |
14:00 | TEST |  Take III |
14:00 | FIXED |  Lack of self in library |
13:55 | TEST |  Take II |
13:55 | LINK |  Really another #use needed? |
13:25 | TEST |  Time to start Take I |
13:22 | STATUS |  Meaning that everything is at the ready to start testing stuff now, but this is gonna take some time to get fully right I fear.... Or will complex things take less time than easy things (don't remind me of that nightmare yesterday, night... It still haunts me)..... |
13:21 | MAPSCRIPT |  And I've called this link from the constructor of the Red Dragon Cave's MapScript |
13:20 | LINK |  The link code has been written, which allows me to link KettingKaart to the mapscript in which I need it |
13:16 | NIL |  The library itself has been written, but not yet been tested |
12:58 | CONFIRMED |  And that works the way it was intended |
12:57 | SKELETON |  All it has is a constructor now, but hey, gotta start somewhere |
12:57 | LINK |  Field flow must now be able to import this skeleton module |
12:55 | CONFIG |  Extra config to my Bubble Builder configuration |
12:47 | NOTE |  I worked this out differently from what I normally do, so I need to test things out more thoroughly and I need to write additional scripting... I gotta note also that I am also obligated to write an extra library for this... I chose to do that, in stead of a mapscript so I can more easily recycle this script in other games as well, even in other duneons.... |
12:45 | MAP |  Area 002 Red Dragon Cave |
0:02 | STATUS |  Well! Catch ya later, folks! I'm tired... Tomorrow is another day, eh? |
- = 28 Dec 2019 = - |
23:50 | STATUS | FINALLY!!!! |
23:44 | TEST |  Final test.... please? |
23:44 | FIXED |  Missing start characters |
23:41 | VOID |  All crashes voided |
23:37 | TEST | |
23:37 | VOID | |
23:37 | FUCKYOU | |
23:37 | FUCKYOU | |
23:37 | FUCKYOU | |
23:33 | TEST |  And I am dead tired of these stupid errors now! (the number of reasons why so many tests are needed is ZERO! The fact that I had to use so many tests is really beyond me). |
23:32 | VOID |  You can't fix what ain't broken, but you can void it |
23:32 | FUCKYOU |  Engine giving me nonsensical errors |
23:19 | TEST |  ......... |
23:19 | SASKIA |  Base script for Red Dragon's cave (sigh!) |
23:14 | TEST |  HOW MUCH MORE FOR A SILLY THING LIKE THIS??? |
23:14 | FIXED |  SIGH! |
23:10 | TEST |  Again! |
23:10 | FIXED |  Forgotten group |
23:06 | TEST |  Let's roll 'em, boys! |
23:06 | MAP |  Start room red dragon cave |
23:06 | FIXED |  Respawn re-initiate |
22:58 | TRANSFER |  Dragon cave tiles (for all four dragons) |
22:58 | VOID |  I've set the copier to void that |
22:57 | UNDESIREABLE |  Errors on deleted stuff in original |
22:47 | CONFIRMED |  All the pre-new-map stuff appears to be working |
22:43 | TEST |  Take II |
22:43 | FIXED |  SASKIA syntax error |
22:40 | TEST |  But I can test up to that moment, so let's go! |
22:39 | STATUS |  I can put this to the test a little, although the game will crash upon loading the red dragon cave, since that dungeon does not yet exist (how obvious) |
22:38 | SASKIA |  Scripted it all out |
22:38 | MAPSCRIPT |  To Dragon Cave |
22:32 | MAP |  Sub Hub Dragon Crack Forest |
22:24 | TRANSFER |  Crack |
22:09 | VOID |  Ah, white line bug in my way.... If I could only get that fixed..... (GRRRR!) |
21:54 | FIXED |  Syntax error |
21:46 | CHARACTER |  I've configured Eric's fire spells, since the first dungeon will allow him to unlock those.... |
21:39 | STATUS |  Well, ready to go to the next stage |
21:22 | TEST |  Take IV |
21:22 | FIXED |  Flame Wand didn't work the way it should |
21:20 | CONFIRMED |  Rebecca's scare works |
21:09 | TEST |  Take III |
21:09 | FIXED |  Illegal class usage |
20:58 | TEST |  Take II |
20:58 | VOID |  Bug |
20:52 | TEST |  Well, as I go into testing area 003, I can test Rebecca's action in the process (I hope) |
20:42 | WIKI | |
20:24 | CHARACTER |  I've activated Rebecca's personal action |
20:12 | ART |  Rebecca's Personal action button |
20:08 | FIXED |  Sword tier 2 had issues |
19:15 | TEST |  Let's put things to the test.... (And this may take awhile due to an earlier mistake of mine... Nothing in the programming, rather a gameplay issue during the test play, hahaha!) |
19:13 | STATUS |  That will be the last "official" floor, as the "final" floor will only be a scenario hub to get you into the red dragon cave |
19:12 | MAP |  Area 003 Dragon Crack Forest |
18:42 | STATUS |  With this, I can move on to the next leg of the game's production |
18:34 | FIXED |  YUP! ALL IS WORKING NOW!!!! WHOOHOOO! |
18:23 | TEST |  Take X can now really begin! |
18:22 | STATUS |  So I'm ready now.... |
18:22 | DONE |  And I had my dinner... A delicious Asian spring roll |
18:21 | STATUS |  Okay, that was that |
17:56 | STATUS |  And engage into test X... well that is... if if wasn't around 6 and time for the news.... |
17:56 | NALA |  Recompiling NALA |
17:55 | FIXED |  I fixed that |
17:55 | SOLVED |  The evil lies in the way the data was generated by the underlying NALA API |
17:49 | TEST |  Take IX |
17:49 | DEBUG |  An extra line must tell me if the reset is completely ignored or not, as it seems very much like it! |
17:42 | TEST |  Take VIII |
17:42 | FIXED |  Wrong var |
17:29 | TEST |  Take VII |
17:29 | EXPERIMENT |  Let's see what happens if..... |
17:04 | STATUS |  If I can still get some around this time... :-/ (But I hate molded bread) |
17:04 | TODO |  Before I'm going to take a look why that is, I first need to refill my break stock |
17:03 | BUG |  The stat isn't properly reset |
17:02 | STATUS |  Almost there... No more crashes, but.... |
16:30 | TEST |  Take VI |
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